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Fix compiler warnings in apps/openmw/mwlua/inputbindings.cpp
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@ -37,7 +37,7 @@ namespace MWLua
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api["isIdle"] = [input]() { return input->isIdle(); };
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api["isActionPressed"] = [input](int action) { return input->actionIsActive(action); };
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api["isKeyPressed"] = [input](SDL_Scancode code) -> bool
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api["isKeyPressed"] = [](SDL_Scancode code) -> bool
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{
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int maxCode;
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const auto* state = SDL_GetKeyboardState(&maxCode);
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@ -46,10 +46,10 @@ namespace MWLua
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else
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return false;
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};
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api["isShiftPressed"] = [input]() -> bool { return SDL_GetModState() & KMOD_SHIFT; };
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api["isCtrlPressed"] = [input]() -> bool { return SDL_GetModState() & KMOD_CTRL; };
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api["isAltPressed"] = [input]() -> bool { return SDL_GetModState() & KMOD_ALT; };
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api["isSuperPressed"] = [input]() -> bool { return SDL_GetModState() & KMOD_GUI; };
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api["isShiftPressed"] = []() -> bool { return SDL_GetModState() & KMOD_SHIFT; };
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api["isCtrlPressed"] = []() -> bool { return SDL_GetModState() & KMOD_CTRL; };
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api["isAltPressed"] = []() -> bool { return SDL_GetModState() & KMOD_ALT; };
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api["isSuperPressed"] = []() -> bool { return SDL_GetModState() & KMOD_GUI; };
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api["isControllerButtonPressed"] = [input](int button)
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{
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return input->isControllerButtonPressed(static_cast<SDL_GameControllerButton>(button));
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